import type { Ped } from '../classes/Ped'; import { Entity } from './Entity'; import { int, float } from '../types/NativeAliases'; export declare class Prop extends Entity { static fromHandle(handle: number): Prop | null; static fromNetworkId(netId: number): Prop | null; /** * @param toggle */ set ObjectAllowLowLodBuoyancy(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setObjectAllowLowLodBuoyancy(toggle: boolean): this; /** * @param p1 * @param p2 * @returns The instance for method chaining */ setTeamPickupObject(p1: any, p2: boolean): this; /** * @param p1 * @param p2 */ breakObjectFragmentChild(p1: any, p2: boolean): void; /** * @returns */ get LightIntensityFromObject(): float; /** * Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT * * @returns */ get ObjectLightIntensity(): float; /** * Not official native name * * @param name */ set ObjectPromptName(name: string); /** * Not official native name * * @param name * @returns The instance for method chaining */ setObjectPromptName(name: string): this; /** * @param toggle */ hidePickupObject(toggle: boolean): void; /** * @param scale */ set ObjectBreakScale(scale: float); /** * @param scale * @returns The instance for method chaining */ setObjectBreakScale(scale: float): this; /** * @param toX * @param toY * @param toZ * @param speedX * @param speedY * @param speedZ * @param collision * @returns */ slideObject(toX: float, toY: float, toZ: float, speedX: float, speedY: float, speedZ: float, collision: boolean): boolean; /** * @param p1 */ N_0x3DF1A0A58498E209(p1: any): void; /** * Params: p1 = 23 in R* Scripts * * @param p1 * @returns */ N_0x0943113E02322164(p1: int): any; /** * @param disable */ set LightScatteringDisabledForObject(disable: boolean); /** * @param disable * @returns The instance for method chaining */ setLightScatteringDisabledForObject(disable: boolean): this; /** * @returns The instance for method chaining */ setPickupDoNotAutoPlaceOnGround(): this; /** * @param txdHash * @param p2 * @param p3 * @returns The instance for method chaining */ setCustomTexturesOnObject(txdHash: string | number, p2: any, p3: any): this; /** * @param targettable */ set ObjectTargettable2(targettable: boolean); /** * @param targettable * @returns The instance for method chaining */ setObjectTargettable2(targettable: boolean): this; /** * Not official native name * * @param gxtEntryHash */ set ObjectPromptNameFromGxtEntry(gxtEntryHash: string | number); /** * Not official native name * * @param gxtEntryHash * @returns The instance for method chaining */ setObjectPromptNameFromGxtEntry(gxtEntryHash: string | number): this; /** * Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity. Other parameters seem to be unknown. p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive? * p3: seems similar to p2 * p4: makes obj fall slower the higher the value * p5: similar to p4 * * @param weight * @param p2 * @param p3 * @param p4 * @param p5 * @param gravity * @param p7 * @param p8 * @param p9 * @param p10 * @param buoyancy * @returns The instance for method chaining */ setObjectPhysicsParams(weight: float, p2: float, p3: float, p4: float, p5: float, gravity: float, p7: float, p8: float, p9: float, p10: float, buoyancy: float): this; /** * @returns The instance for method chaining */ setPickupCollectableOnMount(): this; breakAllObjectFragmentBones(): void; /** * p2 is usually the same as speed parameter * * @param speed * @param p2 * @returns The instance for method chaining */ setObjectBurnSpeed(speed: float, p2: float): this; /** * @param opacity */ set ObjectBurnOpacity(opacity: float); /** * @param opacity * @returns The instance for method chaining */ setObjectBurnOpacity(opacity: float): this; resetObjectVelocity(): void; /** * @returns */ get RayfireMapObjectAnimPhase(): float; /** * @returns */ createObjectSkeleton(): any; /** * _PRE* or _Q* or _RE* */ makeItemCarriable(): void; /** * focus on objects like focus on peds, p1 is to enable/disable p2 is to enable/disable focus when you have a weapon out * * @param toggle * @param weaponLock * @returns The instance for method chaining */ setObjectTargettableFocus(toggle: boolean, weaponLock: boolean): this; /** * @returns */ get StateOfRayfireMapObject(): int; /** * @param ped */ attachPortablePickupToPed(ped: Ped): void; /** * @param lightIntensity */ set LightIntensityForObject(lightIntensity: float); /** * @param lightIntensity * @returns The instance for method chaining */ setLightIntensityForObject(lightIntensity: float): this; /** * Old name: _MARK_OBJECT_FOR_DELETION */ onlyCleanUpObjectWhenOutOfRange(): void; /** * @param targettable */ set ObjectTargettable(targettable: boolean); /** * @param targettable * @returns The instance for method chaining */ setObjectTargettable(targettable: boolean): this; /** * @returns */ get IsObjectVisible(): boolean; fixObjectFragment(): void; /** * @param intensity */ set ObjectBurnIntensity(intensity: float); /** * @param intensity * @returns The instance for method chaining */ setObjectBurnIntensity(intensity: float): this; /** * @param state */ set StateOfRayfireMapObject(state: int); /** * @param state * @returns The instance for method chaining */ setStateOfRayfireMapObject(state: int): this; /** * @param p1 * @param p2 */ preventCollectionOfPortablePickup(p1: boolean, p2: boolean): void; /** * @param enabled */ set ObjectTakesDamageFromCollidingWithBuildings(enabled: boolean); /** * @param enabled * @returns The instance for method chaining */ setObjectTakesDamageFromCollidingWithBuildings(enabled: boolean): this; detachPortablePickupFromPed(): void; /** * @returns */ get IsObjectAPortablePickup(): boolean; /** * @param toggle */ set ActivateObjectPhysicsAsSoonAsItIsUnfrozen(toggle: boolean); /** * @param toggle * @returns The instance for method chaining */ setActivateObjectPhysicsAsSoonAsItIsUnfrozen(toggle: boolean): this; /** * @param bone */ damageBoneOnProp(bone: int): void; /** * Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn * * @param burnLevel * @param affectAsh * @returns The instance for method chaining */ setObjectBurnLevel(burnLevel: float, affectAsh: boolean): this; /** * Params: value = 0.0 - 586.67 (?) * * @param value */ set LightTranslucencyForObject(value: float); /** * Params: value = 0.0 - 586.67 (?) * * @param value * @returns The instance for method chaining */ setLightTranslucencyForObject(value: float): this; /** * Deletes the specified object, then sets the handle pointed to by the pointer to NULL. */ deleteObject(): void; /** * Sets object as auto-jumpable by horse. * * @param p1 */ set AutoJumpableByHorse(p1: boolean); /** * Sets object as auto-jumpable by horse. * * @param p1 * @returns The instance for method chaining */ setAutoJumpableByHorse(p1: boolean): this; /** * @returns */ doesRayfireMapObjectExist(): boolean; /** * @returns */ doesPickupObjectExist(): boolean; /** * Sets object as not jumpable by horse. * * @param p1 */ set NotJumpableByHorse(p1: boolean); /** * Sets object as not jumpable by horse. * * @param p1 * @returns The instance for method chaining */ setNotJumpableByHorse(p1: boolean): this; /** * @param kickable */ set ObjectKickable(kickable: boolean); /** * @param kickable * @returns The instance for method chaining */ setObjectKickable(kickable: boolean): this; /** * @param p1 * @returns */ placeObjectOnGroundProperly(p1: boolean): boolean; /** * Alt name: _SET_OBJECT_TINT Old name: _SET_OBJECT_TEXTURE_VARIATION * * @param textureVariation */ set ObjectTintIndex(textureVariation: int); /** * Alt name: _SET_OBJECT_TINT Old name: _SET_OBJECT_TEXTURE_VARIATION * * @param textureVariation * @returns The instance for method chaining */ setObjectTintIndex(textureVariation: int): this; /** * *SET_OBJECT** * * @param p1 */ N_0xCAAF2BCCFEF37F77(p1: any): void; trackObjectVisibility(): void; } //# sourceMappingURL=Prop.d.ts.map